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m_PrefabAsset: {fileID: 0}
m_Name: WorldAmbient_Dust
m_Graph: {fileID: 114350483966674976}
m_ShaderSources:
- compute: 1
name: '[System 1]Initialize Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_SEED_CURRENT
1\n#define VFX_USE_DIRECTION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT 1\n#define
VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT
1\n#define VFX_USE_AGE_CURRENT 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float uniform_b;\n uint3 PADDING_0;\nCBUFFER_END\n\nstruct Attributes\n{\n
float3 position;\n uint seed;\n float3 direction;\n float lifetime;\n
float texIndex;\n float3 velocity;\n bool alive;\n float age;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n\r\n#define USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT
&& !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer attributeBuffer;\r\nByteAddressBuffer
sourceAttributeBuffer;\r\n\r\nCBUFFER_START(initParams)\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n
uint nbSpawned;\t\t\t\t\t// Numbers of particle spawned\r\n uint spawnIndex;\t\t\t\t//
Index of the first particle spawned\r\n uint dispatchWidth;\r\n#else\r\n
uint offsetInAdditionalOutput;\r\n\tuint nbMax;\r\n#endif\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#if
USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListIn;\r\nByteAddressBuffer
deadListCount; // This is bad to use a SRV to fetch deadList count but Unity
API currently prevent from copying to CB\r\n#endif\r\n\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\nStructuredBuffer<uint>
eventList;\r\nByteAddressBuffer inputAdditional;\r\n#endif\r\n\r\n#if HAS_STRIPS\r\nRWBuffer<uint>
stripDataBuffer;\r\n#endif\r\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
PositionCircle_18D(inout float3 position, inout uint seed, inout float3 direction,
float rNorm, float sinTheta, float cosTheta, float3 ArcCircle_circle_center)
/*positionMode:Volume spawnMode:Random */\n{\n \n direction = float3(sinTheta,
cosTheta, 0.0f);\n position.xy += float2(sinTheta, cosTheta) * rNorm + ArcCircle_circle_center.xy;\n
position.z += ArcCircle_circle_center.z;\n \n}\nvoid SetAttribute_CAC29747(inout
float3 position, float3 Position) /*attribute:position Composition:Overwrite
Source:Slot Random:Off channels:XYZ */\n{\n position = Position;\n}\nvoid
SetAttribute_F01429A3(inout float lifetime, inout uint seed, float A, float
B) /*attribute:lifetime Composition:Overwrite Source:Slot Random:Uniform channels:XYZ
*/\n{\n lifetime = lerp(A,B,RAND);\n}\n\n\r\n\r\n#if HAS_STRIPS\r\nbool
GetParticleIndex(inout uint particleIndex, uint stripIndex)\r\n{\r\n\tuint
relativeIndex;\r\n\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
1, relativeIndex);\r\n\tif (relativeIndex >= PARTICLE_PER_STRIP_COUNT) // strip
is full\r\n\t{\r\n\t\tInterlockedAdd(STRIP_DATA(STRIP_NEXT_INDEX, stripIndex),
-1); // Remove previous increment\r\n\t\treturn false;\r\n\t}\r\n\r\n\tparticleIndex
= stripIndex * PARTICLE_PER_STRIP_COUNT + ((STRIP_DATA(STRIP_FIRST_INDEX, stripIndex)
+ relativeIndex) % PARTICLE_PER_STRIP_COUNT);\r\n return true;\r\n}\r\n#endif\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n uint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP;\r\n#if
!VFX_USE_SPAWNER_FROM_GPU\r\n id += groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n#endif\r\n\r\n#if
VFX_USE_SPAWNER_FROM_GPU\r\n uint maxThreadId = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 0) << 2);\r\n uint currentSpawnIndex = inputAdditional.Load((offsetInAdditionalOutput
* 2 + 1) << 2) - maxThreadId;\r\n#else\r\n uint maxThreadId = nbSpawned;\r\n
uint currentSpawnIndex = spawnIndex;\r\n#endif\r\n\r\n#if USE_DEAD_LIST\r\n
maxThreadId = min(maxThreadId, deadListCount.Load(0x0));\r\n#elif VFX_USE_SPAWNER_FROM_GPU\r\n
maxThreadId = min(maxThreadId, nbMax); //otherwise, nbSpawned already clamped
on CPU\r\n#endif\r\n\r\n if (id < maxThreadId)\r\n {\r\n#if VFX_USE_SPAWNER_FROM_GPU\r\n
int sourceIndex = eventList[id];\r\n#endif\r\n\t\tuint particleIndex = id +
currentSpawnIndex;\r\n\t\t\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n int
sourceIndex = 0;\n /*//Loop with 1 iteration generate a wrong IL Assembly
(and actually, useless code)\n uint currentSumSpawnCount = 0u;\n
for (sourceIndex=0; sourceIndex<1; sourceIndex++)\n {\n currentSumSpawnCount
+= uint(asfloat(sourceAttributeBuffer.Load((sourceIndex * 0x1 + 0x0) << 2)));\n
if (id < currentSumSpawnCount)\n {\n break;\n
}\n }\n */\n \n\r\n#endif\r\n\r\n\t\tAttributes attributes
= (Attributes)0;\r\n\t\tSourceAttributes sourceAttributes = (SourceAttributes)0;\r\n\t\t\r\n
attributes.position = float3(0, 0, 0);\n attributes.seed = (uint)0;\n
attributes.direction = float3(0, 0, 1);\n attributes.lifetime = (float)1;\n
attributes.texIndex = (float)0;\n attributes.velocity = float3(0, 0,
0);\n attributes.alive = (bool)true;\n attributes.age = (float)0;\n
\n\r\n#if VFX_USE_PARTICLEID_CURRENT\r\n attributes.particleId = particleIndex;\r\n#endif\r\n#if
VFX_USE_SEED_CURRENT\r\n attributes.seed = WangHash(particleIndex ^
systemSeed);\r\n#endif\r\n#if VFX_USE_SPAWNINDEX_CURRENT\r\n attributes.spawnIndex
= id;\r\n#endif\r\n#if HAS_STRIPS\r\n#if !VFX_USE_SPAWNER_FROM_GPU\r\n\t\t\r\n#else\r\n
uint stripIndex = sourceIndex;\r\n#endif\r\n\t\tstripIndex = min(stripIndex,
STRIP_COUNT);\r\n\r\n if (!GetParticleIndex(particleIndex, stripIndex))\r\n
return;\r\n\r\n const StripData stripData = GetStripDataFromStripIndex(stripIndex,
PARTICLE_PER_STRIP_COUNT);\r\n\t\tInitStripAttributes(particleIndex, attributes,
stripData);\r\n\t\t// TODO Change seed to be sure we're deterministic on random
with strip\r\n#endif\r\n \r\n {\n float tmp_z = Rand(attributes.seed);\n
float tmp_bb = pow(tmp_z, (float)0.5);\n float tmp_bc = tmp_bb *
uniform_b;\n float tmp_be = Rand(attributes.seed);\n
float tmp_bf = (float)6.28318548 * tmp_be;\n float tmp_bg = sin(tmp_bf);\n
float tmp_bh = cos(tmp_bf);\n PositionCircle_18D( /*inout */attributes.position,
/*inout */attributes.seed, /*inout */attributes.direction, tmp_bc, tmp_bg,
tmp_bh, float3(0, 0, 0));\n }\n {\n float3 tmp_ba
= mul(float4x4(1,0,0,0,0,5.96046448E-08,-0.99999994,0,0,0.99999994,5.96046448E-08,0,0,0,0,1),
float4(attributes.position, 1.0)).xyz;\n SetAttribute_CAC29747(
/*inout */attributes.position, tmp_ba);\n }\n {\n
SetAttribute_F01429A3( /*inout */attributes.lifetime, /*inout */attributes.seed,
(float)1, (float)5);\n }\n \n\r\n\t\t\r\n#if VFX_USE_ALIVE_CURRENT\r\n
if (attributes.alive)\r\n#endif \r\n {\r\n#if USE_DEAD_LIST\r\n\t
uint deadIndex = deadListIn.DecrementCounter();\r\n uint index =
deadListIn[deadIndex];\r\n#else\r\n uint index = particleIndex;\r\n#endif\r\n
attributeBuffer.Store3((index * 0x4 + 0x0) << 2,asuint(attributes.position));\n
attributeBuffer.Store((index * 0x1 + 0x80) << 2,asuint(attributes.lifetime));\n
attributeBuffer.Store((index * 0x3 + 0xA0) << 2,asuint(attributes.texIndex));\n
attributeBuffer.Store3((index * 0x4 + 0x100) << 2,asuint(attributes.velocity));\n
attributeBuffer.Store((index * 0x3 + 0xA1) << 2,uint(attributes.alive));\n
attributeBuffer.Store((index * 0x3 + 0xA2) << 2,asuint(attributes.age));\n
\n\r\n }\r\n }\r\n}\r\n"
- compute: 1
name: '[System 1]Update Particle'
source: "#pragma kernel CSMain\r\n#define NB_THREADS_PER_GROUP 64\n#define HAS_ATTRIBUTES
1\n#define VFX_PASSDEPTH_ACTUAL (0)\n#define VFX_PASSDEPTH_MOTION_VECTOR (1)\n#define
VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define VFX_USE_LIFETIME_CURRENT
1\n#define VFX_USE_TEXINDEX_CURRENT 1\n#define VFX_USE_VELOCITY_CURRENT 1\n#define
VFX_USE_MASS_CURRENT 1\n#define VFX_USE_ALIVE_CURRENT 1\n#define VFX_USE_AGE_CURRENT
1\n#define VFX_HAS_INDIRECT_DRAW 1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float3 Velocity_b;\n float deltaTime_a;\nCBUFFER_END\n\nstruct Attributes\n{\n
float3 position;\n float lifetime;\n float texIndex;\n float3 velocity;\n
float mass;\n bool alive;\n float age;\n};\n\nstruct SourceAttributes\n{\n};\n\n\n\r\n\r\n#define
USE_DEAD_LIST (VFX_USE_ALIVE_CURRENT && !HAS_STRIPS)\r\n\r\nRWByteAddressBuffer
attributeBuffer;\r\n\r\n#if USE_DEAD_LIST\r\nRWStructuredBuffer<uint> deadListOut;\r\n#endif\r\n\r\n#if
VFX_HAS_INDIRECT_DRAW\r\nRWStructuredBuffer<uint> indirectBuffer;\r\n#endif\r\n\r\n#if
HAS_STRIPS\r\nRWBuffer<uint> stripDataBuffer;\r\n#endif\r\n\r\n#if VFX_USE_STRIPALIVE_CURRENT\r\nBuffer<uint>
attachedStripDataBuffer;\r\n#endif\r\n\r\nCBUFFER_START(updateParams)\r\n
uint nbMax;\r\n\tuint dispatchWidth;\r\n\tuint systemSeed;\r\nCBUFFER_END\r\n\r\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\n\r\n\r\nvoid
FlipbookPlay_0(inout float texIndex, float FrameRate, float deltaTime) /*mode:Constant
*/\n{\n texIndex += FrameRate * deltaTime;\n}\nvoid Force_1(inout float3
velocity, float mass, float3 Velocity, float Drag, float deltaTime) /*Mode:Relative
*/\n{\n velocity += (Velocity - velocity) * min(1.0f,Drag * deltaTime /
mass);\n}\nvoid EulerIntegration(inout float3 position, float3 velocity, float
deltaTime)\n{\n position += velocity * deltaTime;\n}\nvoid Age(inout float
age, float deltaTime)\n{\n age += deltaTime;\n}\nvoid Reap(float age, float
lifetime, inout bool alive)\n{\n if(age > lifetime) { alive = false; }\n}\n\n\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid
CSMain(uint3 groupId : SV_GroupID,\r\n uint3 groupThreadId
: SV_GroupThreadID)\r\n{\r\n\tuint id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP
+ groupId.y * dispatchWidth * NB_THREADS_PER_GROUP;\r\n\tuint index = id;\r\n\tif
(id < nbMax)\r\n\t{\r\n Attributes attributes = (Attributes)0;\r\n\t\tSourceAttributes
sourceAttributes = (SourceAttributes)0;\r\n\r\n#if VFX_USE_ALIVE_CURRENT\r\n\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0xA1) << 2));\n\t\t\n\r\n\t\tif (attributes.alive)\r\n\t\t{\r\n\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x3 + 0xA0) << 2));\n\t\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\t\tattributes.mass
= (float)1;\n\t\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x3
+ 0xA2) << 2));\n\t\t\t\n\r\n\r\n// Initialize built-in needed attributes\r\n#if
VFX_USE_OLDPOSITION_CURRENT\r\n\t\t\tattributes.oldPosition = attributes.position;\r\n#endif\r\n#if
HAS_STRIPS\r\n const StripData stripData = GetStripDataFromParticleIndex(index,
PARTICLE_PER_STRIP_COUNT);\r\n InitStripAttributes(index, attributes,
stripData);\r\n#endif\r\n\t\t\t\r\n\t\t\t{\n\t\t\t FlipbookPlay_0( /*inout
*/attributes.texIndex, (float)12, deltaTime_a);\n\t\t\t}\n\t\t\t{\n\t\t\t
Force_1( /*inout */attributes.velocity, attributes.mass, Velocity_b, (float)0.300000012,
deltaTime_a);\n\t\t\t}\n\t\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_a);\n\t\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\t\n\r\n\r\n\t\t\tif
(attributes.alive)\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store3((index * 0x4
+ 0x0) << 2,asuint(attributes.position));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xA0) << 2,asuint(attributes.texIndex));\n\t\t\t\tattributeBuffer.Store3((index
* 0x4 + 0x100) << 2,asuint(attributes.velocity));\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xA2) << 2,asuint(attributes.age));\n\t\t\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\t\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n\r\n#if HAS_STRIPS\t\t\t\r\n\t\t\t\tuint relativeIndexInStrip
= GetRelativeIndex(index, stripData);\r\n\t\t\t\tInterlockedMin(STRIP_DATA(STRIP_MIN_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n\t\t\t\tInterlockedMax(STRIP_DATA(STRIP_MAX_ALIVE,
stripData.stripIndex), relativeIndexInStrip);\r\n#endif\r\n\t\t\t}\r\n\t\t\telse\r\n\t\t\t{\r\n\t\t\t\tattributeBuffer.Store((index
* 0x3 + 0xA1) << 2,uint(attributes.alive));\n\t\t\t\t\n\r\n#if USE_DEAD_LIST
&& !VFX_USE_STRIPALIVE_CURRENT\r\n\t\t\t\tuint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n#endif\r\n\t\t\t}\r\n\t\t}\r\n#if USE_DEAD_LIST && VFX_USE_STRIPALIVE_CURRENT\r\n
else if (attributes.stripAlive)\r\n {\r\n if (STRIP_DATA_X(attachedStripDataBuffer,
STRIP_MIN_ALIVE, index) == ~1) // Attached strip is no longer alive, recycle
the particle \r\n {\r\n uint deadIndex = deadListOut.IncrementCounter();\r\n\t\t\t\tdeadListOut[deadIndex]
= index;\r\n attributes.stripAlive = false;\r\n
\r\n } \r\n }\r\n#endif\r\n#else\r\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x3 + 0xA0) << 2));\n\t\tattributes.velocity
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x100) << 2));\n\t\tattributes.mass
= (float)1;\n\t\tattributes.alive = (attributeBuffer.Load((index * 0x3 + 0xA1)
<< 2));\n\t\tattributes.age = asfloat(attributeBuffer.Load((index * 0x3 + 0xA2)
<< 2));\n\t\t\n\r\n\t\t\r\n#if VFX_USE_OLDPOSITION_CURRENT\r\n\t\tattributes.oldPosition
= attributes.position;\r\n#endif\r\n#if HAS_STRIPS\r\n const StripData
stripData = GetStripDataFromParticleIndex(index, PARTICLE_PER_STRIP_COUNT);\r\n
InitStripAttributes(index, attributes, stripData);\r\n#endif\r\n\t\t\r\n\t\t{\n\t\t
FlipbookPlay_0( /*inout */attributes.texIndex, (float)12, deltaTime_a);\n\t\t}\n\t\t{\n\t\t
Force_1( /*inout */attributes.velocity, attributes.mass, Velocity_b, (float)0.300000012,
deltaTime_a);\n\t\t}\n\t\tEulerIntegration( /*inout */attributes.position,
attributes.velocity, deltaTime_a);\n\t\tAge( /*inout */attributes.age, deltaTime_a);\n\t\tReap(attributes.age,
attributes.lifetime, /*inout */attributes.alive);\n\t\t\n\r\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x0) << 2,asuint(attributes.position));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xA0) << 2,asuint(attributes.texIndex));\n\t\tattributeBuffer.Store3((index
* 0x4 + 0x100) << 2,asuint(attributes.velocity));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xA1) << 2,uint(attributes.alive));\n\t\tattributeBuffer.Store((index
* 0x3 + 0xA2) << 2,asuint(attributes.age));\n\t\t\n\r\n#if VFX_HAS_INDIRECT_DRAW\r\n
uint indirectIndex = indirectBuffer.IncrementCounter();\r\n\t\tindirectBuffer[indirectIndex]
= index;\r\n#endif\r\n#endif\r\n\t}\r\n}\r\n"
- compute: 0
name: '[System 1]Output Particle Lit Octagon'
source: "Shader \"Hidden/VFX/WorldAmbient_Dust/System 1/Output Particle Lit Octagon\"\n{\r\n\tSubShader\r\n\t{\t\r\n\t\tCull
Off\r\n\t\t\r\n\t\tTags { \"Queue\"=\"Transparent+400\" \"IgnoreProjector\"=\"True\"
\"RenderType\"=\"Transparent\" }\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\tBlend
One OneMinusSrcAlpha , Zero OneMinusSrcAlpha\n\t\tZTest LEqual\n\t\tZWrite
Off\n\t\tCull Off\n\t\t\n\t\n\t\t\t\n\t\tHLSLINCLUDE\n\t\t\n\t\t#define NB_THREADS_PER_GROUP
64\n\t\t#define HAS_ATTRIBUTES 1\n\t\t#define VFX_PASSDEPTH_ACTUAL (0)\n\t\t#define
VFX_PASSDEPTH_MOTION_VECTOR (1)\n\t\t#define VFX_PASSDEPTH_SELECTION (2)\n\t\t#define
VFX_USE_POSITION_CURRENT 1\n\t\t#define VFX_USE_LIFETIME_CURRENT 1\n\t\t#define
VFX_USE_TEXINDEX_CURRENT 1\n\t\t#define VFX_USE_COLOR_CURRENT 1\n\t\t#define
VFX_USE_ALPHA_CURRENT 1\n\t\t#define VFX_USE_ALIVE_CURRENT 1\n\t\t#define VFX_USE_AXISX_CURRENT
1\n\t\t#define VFX_USE_AXISY_CURRENT 1\n\t\t#define VFX_USE_AXISZ_CURRENT 1\n\t\t#define
VFX_USE_ANGLEX_CURRENT 1\n\t\t#define VFX_USE_ANGLEY_CURRENT 1\n\t\t#define
VFX_USE_ANGLEZ_CURRENT 1\n\t\t#define VFX_USE_PIVOTX_CURRENT 1\n\t\t#define
VFX_USE_PIVOTY_CURRENT 1\n\t\t#define VFX_USE_PIVOTZ_CURRENT 1\n\t\t#define
VFX_USE_SIZE_CURRENT 1\n\t\t#define VFX_USE_SCALEX_CURRENT 1\n\t\t#define VFX_USE_SCALEY_CURRENT
1\n\t\t#define VFX_USE_SCALEZ_CURRENT 1\n\t\t#define VFX_USE_AGE_CURRENT 1\n\t\t#define
VFX_COLORMAPPING_DEFAULT 1\n\t\t#define IS_TRANSPARENT_PARTICLE 1\n\t\t#define
USE_SOFT_PARTICLE 1\n\t\t#define VFX_BLENDMODE_ALPHA 1\n\t\t#define VFX_HAS_INDIRECT_DRAW
1\n\t\t#define USE_FLIPBOOK 1\n\t\t#define USE_FLIPBOOK_INTERPOLATION 1\n\t\t#define
HDRP_LIT 1\n\t\t#define HDRP_MATERIAL_TYPE_SIMPLELIT_TRANSLUCENT 1\n\t\t#define
HDRP_ENABLE_ENV_LIGHT 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP 1\n\t\t#define
HDRP_USE_BASE_COLOR_MAP_COLOR 1\n\t\t#define HDRP_USE_BASE_COLOR_MAP_ALPHA
1\n\t\t#define HDRP_USE_BASE_COLOR 1\n\t\t#define USE_NORMAL_BENDING 1\n\t\t#define
FORCE_NORMAL_VARYING 1\n\t\t#define VFX_PRIMITIVE_OCTAGON 1\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t\n\t\t#define
VFX_LOCAL_SPACE 1\n\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\t\t\n\n\t\tCBUFFER_START(parameters)\n\t\t
float4 Size_b;\n\t\t float Alpha_d;\n\t\t float gradient_e;\n\t\t
uint2 PADDING_0;\n\t\tCBUFFER_END\n\t\t\n\t\tstruct Attributes\n\t\t{\n\t\t
float3 position;\n\t\t float lifetime;\n\t\t float texIndex;\n\t\t
float3 color;\n\t\t float alpha;\n\t\t bool alive;\n\t\t float3 axisX;\n\t\t
float3 axisY;\n\t\t float3 axisZ;\n\t\t float angleX;\n\t\t float
angleY;\n\t\t float angleZ;\n\t\t float pivotX;\n\t\t float pivotY;\n\t\t
float pivotZ;\n\t\t float size;\n\t\t float scaleX;\n\t\t float scaleY;\n\t\t
float scaleZ;\n\t\t float age;\n\t\t};\n\t\t\n\t\tstruct SourceAttributes\n\t\t{\n\t\t};\n\t\t\n\t\tTexture2D
baseColorMap;\n\t\tSamplerState samplerbaseColorMap;\n\t\tfloat4 baseColorMap_TexelSize;\n\t\t\n\n\t\t\n\t\t#define
VFX_NEEDS_COLOR_INTERPOLATOR (VFX_USE_COLOR_CURRENT || VFX_USE_ALPHA_CURRENT)\n\t\t#if
HAS_STRIPS\n\t\t#define VFX_OPTIONAL_INTERPOLATION \n\t\t#else\n\t\t#define
VFX_OPTIONAL_INTERPOLATION nointerpolation\n\t\t#endif\n\t\t\n\t\tByteAddressBuffer
attributeBuffer;\t\n\t\t\n\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\tStructuredBuffer<uint>
indirectBuffer;\t\n\t\t#endif\t\n\t\t\n\t\t#if USE_DEAD_LIST_COUNT\n\t\tByteAddressBuffer
deadListCount;\n\t\t#endif\n\t\t\n\t\t#if HAS_STRIPS\n\t\tBuffer<uint> stripDataBuffer;\n\t\t#endif\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD || USE_MOTION_VECTORS_PASS\n\t\tByteAddressBuffer
elementToVFXBufferPrevious;\n\t\t#endif\n\t\t\n\t\tCBUFFER_START(outputParams)\n\t\t\tfloat
nbMax;\n\t\t\tfloat systemSeed;\n\t\tCBUFFER_END\n\t\t\n\t\t// Helper macros
to always use a valid instanceID\n\t\t#if defined(UNITY_STEREO_INSTANCING_ENABLED)\n\t\t\t#define
VFX_DECLARE_INSTANCE_ID UNITY_VERTEX_INPUT_INSTANCE_ID\n\t\t\t#define VFX_GET_INSTANCE_ID(i)
unity_InstanceID\n\t\t#else\n\t\t\t#define VFX_DECLARE_INSTANCE_ID uint
instanceID : SV_InstanceID;\n\t\t\t#define VFX_GET_INSTANCE_ID(i) i.instanceID\n\t\t#endif\n\t\t\n\t\tENDHLSL\n\t\t\n\r\n\t\tPass\n\t\t{\t\t\n\t\t\tTags
{ \"LightMode\"=\"SceneSelectionPass\" }\n\t\t\n\t\t\tZWrite On\n\t\t\tBlend
Off\n\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#define VFX_PASSDEPTH VFX_PASSDEPTH_SELECTION\n\t\t\t#pragma
target 4.5\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#pragma multi_compile _
WRITE_NORMAL_BUFFER\n\t\t\t\n\t\t\t#define NEEDS_NORMAL\tdefined(WRITE_NORMAL_BUFFER)
|| FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY\n\t\t\t#define
NEEDS_TANGENT\tUSE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY\n\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4
uv : TEXCOORD0;\n\t\t\t\t#else\n\t\t\t\tfloat2 uv : TEXCOORD0;\t\n\t\t\t\t#endif\n\t\t\t\t#if
USE_ALPHA_TEST || USE_FLIPBOOK_INTERPOLATION || VFX_USE_ALPHA_CURRENT\n\t\t\t\t//
x: alpha threshold\n\t\t\t\t// y: frame blending factor\n\t\t\t\t// z: alpha\n\t\t\t\t//
w: smoothness\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float4 builtInInterpolants
: TEXCOORD1;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD2;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
NEEDS_NORMAL\n\t\t\t\tfloat4 normal : TEXCOORD3; // normal scale is stored
in w\n\t\t\t\t#endif\n\t\t\t\t#if NEEDS_TANGENT\n\t\t\t\tfloat3 tangent : TEXCOORD4;\n\t\t\t\t#endif\n\t\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t\tfloat2 bentFactors : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\tfloat4 cPosPrevious :
TEXCOORD6;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD7;\n\t\t\t\t#endif\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t\t#define VFX_VARYING_POSCS pos\n\t\t\t#define
VFX_VARYING_ALPHA builtInInterpolants.z\n\t\t\t#define VFX_VARYING_ALPHATHRESHOLD
builtInInterpolants.x\n\t\t\t#define VFX_VARYING_FRAMEBLEND builtInInterpolants.y\n\t\t\t#define
VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t\t#define VFX_VARYING_UV
uv\n\t\t\t\n\t\t\t#if NEEDS_NORMAL\n\t\t\t#define VFX_VARYING_NORMAL normal.xyz\n\t\t\t#endif\n\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t#define VFX_VARYING_SMOOTHNESS builtInInterpolants.w\n\t\t\t#endif\n\t\t\t#if
NEEDS_TANGENT\n\t\t\t#define VFX_VARYING_TANGENT tangent\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_MAP\n\t\t\t#define VFX_VARYING_NORMALSCALE normal.w\n\t\t\t#endif\n\t\t\t#if
USE_NORMAL_BENDING\n\t\t\t#define VFX_VARYING_BENTFACTORS bentFactors\n\t\t\t#endif\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS
cPosNonJiterred\n\t\t\t#define VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE
// Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4
Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid CameraFade_18F(float3
position, inout float alpha, inout bool alive, float FadedDistance, float InvFadeDistance)
/*cullWhenFaded:True fadeMode:Alpha */\n\t\t\t{\n\t\t\t \n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float fade =
saturate((clipPosW - FadedDistance) * InvFadeDistance);\n\t\t\t alpha *=
fade;\n\t\t\t if(fade == 0.0) alive=false;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid
ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float
alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply
*/\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient,
age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t
\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error
VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
0x3 + 0xA1) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x3 + 0xA2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0xA1) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x3 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0xA2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_4(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t\t\t{\n\t\t\t\t
CameraFade_18F(attributes.position, /*inout */attributes.alpha, /*inout */attributes.alive,
(float)3, (float)0.333333343);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CEEAF35C( /*inout
*/attributes.alpha, Alpha_d);\n\t\t\t\tColorOverLife_733E3(attributes.age,
attributes.lifetime, /*inout */attributes.color, /*inout */attributes.alpha,
gradient_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x =
(float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tfloat
cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.292893201;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t normalBendingFactor = (float)0.579632819;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
= (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 8);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 0.125);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t#define SHADERPASS SHADERPASS_MOTION_VECTORS\n\t\t\t#else\n\t\t\t#define
SHADERPASS SHADERPASS_DEPTH_ONLY\n\t\t\t#endif\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1079717544;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\tint _ObjectId;\n\t\t\tint _PassValue;\n\t\t\t#endif\n\t\t\t
\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t,
bool frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t\n\t\t\t#if VFX_PASSDEPTH
== VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t, out float4 outMotionVector : SV_Target0\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target1\n\t\t\t\t#endif\n\t\t\t#else\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t\t\t, out float4 outNormalBuffer : SV_Target0\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t, out float4 outColor :
SV_Target0\n\t\t\t\t#endif\n\t\t\t#endif\n\t\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
= normalize(lerp(normalWS,mul(n,tbn),normalScale));\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#ifdef
VFX_SHADERGRAPH\n\t\t\t \n\t\t\t \n\t\t\t \n\t\t\t
\n\t\t\t \n\t\t\t float alpha = OUTSG.;\n\t\t\t #else\n\t\t\t
float alpha = VFXGetFragmentColor(i).a;\n\t\t\t #if HDRP_USE_BASE_COLOR_MAP_ALPHA\n\t\t\t
alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a;\n\t\t\t
#endif\n\t\t\t #endif\n\t\t\t VFXClipFragmentColor(alpha,i);\n\t\t\t\t\n\t\t\t\t#ifdef
WRITE_NORMAL_BUFFER\n\t\t\t #ifndef VFX_SHADERGRAPH\n\t\t\t
VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer);\n\t\t\t
#else\n\t\t\t #if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t\t
float3 n = OUTSG.Normal_8;\n\t\t\t normalWS = mul(n,tbn);\n\t\t\t
#endif\n\t\t\t SurfaceData surface = (SurfaceData)0;\n\t\t\t
\n\t\t\t surface.normalWS = normalWS;\n\t\t\t \n\t\t\t
EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy,
outNormalBuffer);\n\t\t\t #endif\n\t\t\t\t#endif\n\t\t\t\n\t\t\t\t#if
VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR\n\t\t\t\t\t\n\t\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\t\tVFXEncodeMotionVector(velocity *
0.5f, encodedMotionVector);\n\t\t\t\t\t\t\t\n\t\t\t\t\toutMotionVector = encodedMotionVector;\n\t\t\t\t#elif
VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION\n\t\t\t\t\t// We use depth prepass
for scene selection in the editor, this code allow to output the outline correctly\n\t\t\t\t\toutColor
= float4(_ObjectId, _PassValue, 1.0, 1.0);\n\t\t\t\t#elif VFX_PASSDEPTH ==
VFX_PASSDEPTH_ACTUAL\n\t\t\t\t\t//void\n\t\t\t\t#else\n\t\t\t\t\t#error VFX_PASSDEPTH
undefined\n\t\t\t\t#endif\n\t\t\t}\n\t\t\t\n\t\t\n\t\t\tENDHLSL\n\t\t}\n\t\t\n\r\n\t\t\r\n\t\t\r\n\t\t\r\n\t\t//
Forward pass\n\t\tPass\n\t\t{\t\t\n\t\t\tTags { \"LightMode\"=\"ForwardOnly\"}\n\t\t\t\t\t\n\t\t\tHLSLPROGRAM\n\t\t\t#pragma
target 4.5\n\t\t\t\n\t\t\t#define UNITY_MATERIAL_LIT\n\t\t\t#define LIGHTLOOP_TILE_PASS\n\t\t\t#define
_ENABLE_FOG_ON_TRANSPARENT\n\t\t\t#define _DISABLE_DECALS\n\t\t\t#define _BLENDMODE_ALPHA\n\t\t\t\n\n\t\t\t#pragma
multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST \n\t\t\t#pragma multi_compile
SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH\n\t\t\t#pragma multi_compile _ DEBUG_DISPLAY\n\t\t\t//#pragma
enable_d3d11_debug_symbols\n\t\t\t\t\t\n\t\t\t#define HDRP_NEEDS_UVS (HDRP_USE_BASE_COLOR_MAP
|| HDRP_USE_MASK_MAP || USE_NORMAL_MAP || HDRP_USE_EMISSIVE_MAP)\n\t\t\t#define
HDRP_USE_EMISSIVE (HDRP_USE_EMISSIVE_MAP || HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR)\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\tstruct
ps_input\n\t\t\t{\n\t\t\t\tfloat4 pos : SV_POSITION;\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 color : COLOR0;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 specularColor : COLOR1;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE\t\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 emissiveColor : COLOR2;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t//
x: smoothness\n\t\t\t\t\t\t\t// y: metallic/thickness\n\t\t\t\t\t\t\t// z:
normal scale\n\t\t\t\t\t\t\t// w: emissive scale\n\t\t\t\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float4 materialProperties : TEXCOORD0;\n\t\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t#if
USE_FLIPBOOK_INTERPOLATION\n\t\t\t\tfloat4 uv : TEXCOORD1;\n\t\t\t\t#else\n\t\t\t\tfloat2
uv : TEXCOORD1;\t\n\t\t\t\t#endif\n\t\t\t\t#if USE_SOFT_PARTICLE || USE_ALPHA_TEST
|| USE_FLIPBOOK_INTERPOLATION || WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t//
x: inverse soft particles fade distance\n\t\t\t\t// y: alpha threshold\n\t\t\t\t//
z: frame blending factor\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3 builtInInterpolants
: TEXCOORD2;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS\n\t\t\t\t//
x: motion vector scale u\n\t\t\t\t// y: motion vector scale v\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float2 builtInInterpolants2 : TEXCOORD3;\n\t\t\t\t#endif\n\t\t\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION
float3 normal : TEXCOORD4;\n\t\t\t\t#if USE_NORMAL_MAP || USE_NORMAL_BENDING
|| SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t\t\tVFX_OPTIONAL_INTERPOLATION float3
tangent : TEXCOORD5;\n\t\t\t\t#endif\n\t\t\t\t#if USE_NORMAL_BENDING\n\t\t\t\tfloat2
bentFactors : TEXCOORD6;\n\t\t\t\t#endif\n\t\t\n\t\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\tfloat4
cPosPrevious : TEXCOORD7;\n\t\t\t\tfloat4 cPosNonJiterred : TEXCOORD8;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3
posWS : TEXCOOR9; // Needed for fog\n\t\t \n\t\t \n\t\t\t\t\n\t\t\t\tUNITY_VERTEX_OUTPUT_STEREO\n\t\t\t};\n\t\t\t\n\t\t\n\t\t\t\t\t#if
(VFX_NEEDS_COLOR_INTERPOLATOR && HDRP_USE_BASE_COLOR) || HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_COLOR color.rgb\n\t\t\t\t\t#define VFX_VARYING_ALPHA color.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#define
VFX_VARYING_SMOOTHNESS materialProperties.x\n\t\t\t\t\t\n\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t#define
VFX_VARYING_METALLIC materialProperties.y\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t#define
VFX_VARYING_SPECULAR specularColor\n\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t#define
VFX_VARYING_THICKNESS materialProperties.y\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t#define VFX_VARYING_NORMALSCALE materialProperties.z\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t#define VFX_VARYING_EMISSIVESCALE materialProperties.w\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
HDRP_USE_EMISSIVE_COLOR || HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t#define
VFX_VARYING_EMISSIVE emissiveColor.rgb\n\t\t\t\t\t#endif\n\t\t\t\t\t\n\t\t\t\t\t#if
USE_EXPOSURE_WEIGHT\n\t\t\t\t\t#define VFX_VARYING_EXPOSUREWEIGHT emissiveColor.a\n\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t#define
VFX_VARYING_PS_INPUTS ps_input\n\t\t#define VFX_VARYING_POSCS pos\n\t\t#define
VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE builtInInterpolants.x\n\t\t#define
VFX_VARYING_ALPHATHRESHOLD builtInInterpolants.y\n\t\t#define VFX_VARYING_FRAMEBLEND
builtInInterpolants.z\n\t\t#define VFX_VARYING_MOTIONVECTORSCALE builtInInterpolants2.xy\n\t\t#define
VFX_VARYING_UV uv\n\t\t#define VFX_VARYING_NORMAL normal\n\t\t#if USE_NORMAL_MAP
|| USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_FORWARD\n\t\t#define VFX_VARYING_TANGENT
tangent\n\t\t#endif\n\t\t#if USE_NORMAL_BENDING\n\t\t#define VFX_VARYING_BENTFACTORS
bentFactors\n\t\t#endif\n\t\t#define VFX_VARYING_POSWS posWS\n\t\t\n\t\t#if
WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t#define VFX_VARYING_VELOCITY_CPOS cPosNonJiterred\n\t\t#define
VFX_VARYING_VELOCITY_CPOS_PREVIOUS cPosPrevious\n\t\t#endif\n\t\t\n\t\t\n\t\t\t\n\t\t\t#if
!(defined(VFX_VARYING_PS_INPUTS) && defined(VFX_VARYING_POSCS))\n\t\t\t#error
VFX_VARYING_PS_INPUTS, VFX_VARYING_POSCS and VFX_VARYING_UV must be defined.\n\t\t\t#endif\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl\"\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommon.hlsl\"\n\t\t\t\n\n\t\t\tvoid
Orient_4(inout float3 axisX, inout float3 axisY, inout float3 axisZ) /*mode:FaceCameraPlane
axes:ZY */\n\t\t\t{\n\t\t\t \n\t\t\t float3x3 viewRot = GetVFXToViewRotMatrix();\n\t\t\t
axisX = viewRot[0].xyz;\n\t\t\t axisY = viewRot[1].xyz;\n\t\t\t #if VFX_LOCAL_SPACE
// Need to remove potential scale in local transform\n\t\t\t axisX = normalize(axisX);\n\t\t\t
axisY = normalize(axisY);\n\t\t\t axisZ = cross(axisX,axisY);\n\t\t\t
#else\n\t\t\t axisZ = -viewRot[2].xyz;\n\t\t\t #endif\n\t\t\t \n\t\t\t}\n\t\t\tvoid
AttributeFromCurve_45ABB90F(inout float size, float age, float lifetime, float4
Size) /*attribute:size Composition:Overwrite AlphaComposition:Overwrite SampleMode:OverLife
Mode:PerComponent ColorMode:ColorAndAlpha channels:X */\n\t\t\t{\n\t\t\t
float t = age / lifetime;\n\t\t\t float value = 0.0f;\n\t\t\t value =
SampleCurve(Size, t);\n\t\t\t size = value;\n\t\t\t}\n\t\t\tvoid CameraFade_18F(float3
position, inout float alpha, inout bool alive, float FadedDistance, float InvFadeDistance)
/*cullWhenFaded:True fadeMode:Alpha */\n\t\t\t{\n\t\t\t \n\t\t\t float
clipPosW = TransformPositionVFXToClip(position).w;\n\t\t\t float fade =
saturate((clipPosW - FadedDistance) * InvFadeDistance);\n\t\t\t alpha *=
fade;\n\t\t\t if(fade == 0.0) alive=false;\n\t\t\t}\n\t\t\tvoid SetAttribute_CEEAF35C(inout
float alpha, float Alpha) /*attribute:alpha Composition:Overwrite Source:Slot
Random:Off channels:XYZ */\n\t\t\t{\n\t\t\t alpha = Alpha;\n\t\t\t}\n\t\t\tvoid
ColorOverLife_733E3(float age, float lifetime, inout float3 color, inout float
alpha, float gradient) /*mode:ColorAndAlpha ColorComposition:Multiply AlphaComposition:Multiply
*/\n\t\t\t{\n\t\t\t \n\t\t\t float4 sampledColor = SampleGradient(gradient,
age/lifetime);\n\t\t\t color *= sampledColor.rgb;\n\t\t\t alpha *= sampledColor.a;\n\t\t\t
\n\t\t\t}\n\t\t\t\n\n\t\t\t\n\t\t\t#if defined(HAS_STRIPS) && !defined(VFX_PRIMITIVE_QUAD)\n\t\t\t#error
VFX_PRIMITIVE_QUAD must be defined when HAS_STRIPS is.\n\t\t\t#endif\n\t\t\t\n\t\t\tstruct
vs_input\n\t\t\t{\n\t\t\t\tVFX_DECLARE_INSTANCE_ID\n\t\t\t};\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#define PARTICLE_IN_EDGE (id & 1)\n\t\t\t\n\t\t\tfloat3 GetParticlePosition(uint
index)\n\t\t\t{\n\t\t\t\tstruct Attributes attributes = (Attributes)0;\n\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\n\n\t\t\t\treturn
attributes.position;\n\t\t\t}\n\t\t\t\n\t\t\tfloat3 GetStripTangent(float3
currentPos, uint relativeIndex, const StripData stripData)\n\t\t\t{\n\t\t\t\tfloat3
prevTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex > 0)\n\t\t\t\t{\n\t\t\t\t\tuint
prevIndex = GetParticleIndex(relativeIndex - 1,stripData);\n\t\t\t\t\tprevTangent
= normalize(currentPos - GetParticlePosition(prevIndex));\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\tfloat3
nextTangent = (float3)0.0f;\n\t\t\t\tif (relativeIndex < stripData.nextIndex
- 1)\n\t\t\t\t{\n\t\t\t\t\tuint nextIndex = GetParticleIndex(relativeIndex
+ 1,stripData);\n\t\t\t\t\tnextTangent = normalize(GetParticlePosition(nextIndex)
- currentPos);\n\t\t\t\t}\n\t\t\t\t\n\t\t\t\treturn normalize(prevTangent +
nextTangent);\n\t\t\t}\n\t\t\t#endif\n\t\t\t\n\t\t\t#pragma vertex vert\n\t\t\tVFX_VARYING_PS_INPUTS
vert(uint id : SV_VertexID, vs_input i)\n\t\t\t{\n\t\t\t\tVFX_VARYING_PS_INPUTS
o = (VFX_VARYING_PS_INPUTS)0;\n\t\t\t\n\t\t\t\tUNITY_SETUP_INSTANCE_ID(i);\n\t\t\t\tUNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);\n\t\t\t\n\t\t\t#if
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\tuint index = id / 3;\n\t\t\t#elif VFX_PRIMITIVE_QUAD\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tid += VFX_GET_INSTANCE_ID(i) * 8192;\n\t\t\t\tconst uint
vertexPerStripCount = (PARTICLE_PER_STRIP_COUNT - 1) << 2;\n\t\t\t\tconst StripData
stripData = GetStripDataFromStripIndex(id / vertexPerStripCount, PARTICLE_PER_STRIP_COUNT);\n\t\t\t\tuint
currentIndex = ((id % vertexPerStripCount) >> 2) + (id & 1); // relative index
of particle\n\t\t\t\t\n\t\t\t\tuint maxEdgeIndex = currentIndex - PARTICLE_IN_EDGE
+ 1;\n\t\t\t\tif (maxEdgeIndex >= stripData.nextIndex)\n\t\t\t\t\treturn o;\n\t\t\t\t\n\t\t\t\tuint
index = GetParticleIndex(currentIndex, stripData);\n\t\t\t#else\n\t\t\t\tuint
index = (id >> 2) + VFX_GET_INSTANCE_ID(i) * 2048;\n\t\t\t#endif\n\t\t\t#elif
VFX_PRIMITIVE_OCTAGON\n\t\t\t\tuint index = (id >> 3) + VFX_GET_INSTANCE_ID(i)
* 1024;\n\t\t\t#endif\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tuint deadCount = 0;\n\t\t\t\t\t\t#if
USE_DEAD_LIST_COUNT\n\t\t\t\t\t\tdeadCount = deadListCount.Load(0);\n\t\t\t\t\t\t#endif\t\n\t\t\t\t\t\tif
(index >= asuint(nbMax) - deadCount)\n\t\t\t\t\t\t#if USE_GEOMETRY_SHADER\n\t\t\t\t\t\t\treturn;
// cull\n\t\t\t\t\t\t#else\n\t\t\t\t\t\t\treturn o; // cull\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\tAttributes
attributes = (Attributes)0;\n\t\t\t\t\t\tSourceAttributes sourceAttributes
= (SourceAttributes)0;\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if VFX_HAS_INDIRECT_DRAW\n\t\t\t\t\t\tindex
= indirectBuffer[index];\n\t\t\t\t\t\tattributes.position = asfloat(attributeBuffer.Load3((index
* 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime = asfloat(attributeBuffer.Load((index
* 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.texIndex = asfloat(attributeBuffer.Load((index
* 0x3 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.color = float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha
= (float)1;\n\t\t\t\t\t\tattributes.alive = (attributeBuffer.Load((index *
0x3 + 0xA1) << 2));\n\t\t\t\t\t\tattributes.axisX = float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY
= float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ = float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX
= (float)0;\n\t\t\t\t\t\tattributes.angleY = (float)0;\n\t\t\t\t\t\tattributes.angleZ
= (float)0;\n\t\t\t\t\t\tattributes.pivotX = (float)0;\n\t\t\t\t\t\tattributes.pivotY
= (float)0;\n\t\t\t\t\t\tattributes.pivotZ = (float)0;\n\t\t\t\t\t\tattributes.size
= (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX = (float)1;\n\t\t\t\t\t\tattributes.scaleY
= (float)1;\n\t\t\t\t\t\tattributes.scaleZ = (float)1;\n\t\t\t\t\t\tattributes.age
= asfloat(attributeBuffer.Load((index * 0x3 + 0xA2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#else\n\t\t\t\t\t\tattributes.alive
= (attributeBuffer.Load((index * 0x3 + 0xA1) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
!HAS_STRIPS\n\t\t\t\t\t\tif (!attributes.alive)\n\t\t\t\t\t\t\treturn o;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\t\t\t\tattributes.lifetime
= asfloat(attributeBuffer.Load((index * 0x1 + 0x80) << 2));\n\t\t\t\t\t\tattributes.texIndex
= asfloat(attributeBuffer.Load((index * 0x3 + 0xA0) << 2));\n\t\t\t\t\t\tattributes.color
= float3(1, 1, 1);\n\t\t\t\t\t\tattributes.alpha = (float)1;\n\t\t\t\t\t\tattributes.axisX
= float3(1, 0, 0);\n\t\t\t\t\t\tattributes.axisY = float3(0, 1, 0);\n\t\t\t\t\t\tattributes.axisZ
= float3(0, 0, 1);\n\t\t\t\t\t\tattributes.angleX = (float)0;\n\t\t\t\t\t\tattributes.angleY
= (float)0;\n\t\t\t\t\t\tattributes.angleZ = (float)0;\n\t\t\t\t\t\tattributes.pivotX
= (float)0;\n\t\t\t\t\t\tattributes.pivotY = (float)0;\n\t\t\t\t\t\tattributes.pivotZ
= (float)0;\n\t\t\t\t\t\tattributes.size = (float)0.100000001;\n\t\t\t\t\t\tattributes.scaleX
= (float)1;\n\t\t\t\t\t\tattributes.scaleY = (float)1;\n\t\t\t\t\t\tattributes.scaleZ
= (float)1;\n\t\t\t\t\t\tattributes.age = asfloat(attributeBuffer.Load((index
* 0x3 + 0xA2) << 2));\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t//
Initialize built-in needed attributes\n\t\t\t\t\t\t#if HAS_STRIPS\n\t\t\t\t\t\tInitStripAttributes(index,
attributes, stripData);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\tOrient_4(
/*inout */attributes.axisX, /*inout */attributes.axisY, /*inout */attributes.axisZ);\n\t\t\t\tAttributeFromCurve_45ABB90F(
/*inout */attributes.size, attributes.age, attributes.lifetime, Size_b);\n\t\t\t\t{\n\t\t\t\t
CameraFade_18F(attributes.position, /*inout */attributes.alpha, /*inout */attributes.alive,
(float)3, (float)0.333333343);\n\t\t\t\t}\n\t\t\t\tSetAttribute_CEEAF35C( /*inout
*/attributes.alpha, Alpha_d);\n\t\t\t\tColorOverLife_733E3(attributes.age,
attributes.lifetime, /*inout */attributes.color, /*inout */attributes.alpha,
gradient_e);\n\t\t\t\t\n\n\t\t\t\t\n\t\t\t#if !HAS_STRIPS\n\t\t\t\tif (!attributes.alive)\n\t\t\t\t\treturn
o;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#if VFX_PRIMITIVE_QUAD\n\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t#if VFX_STRIPS_UV_STRECHED\n\t\t\t\to.VFX_VARYING_UV.x =
(float)(currentIndex) / (stripData.nextIndex - 1);\n\t\t\t#elif VFX_STRIPS_UV_PER_SEGMENT\n\t\t\t\to.VFX_VARYING_UV.x
= PARTICLE_IN_EDGE;\n\t\t\t#else\n\t\t\t\t\n\t\t\t o.VFX_VARYING_UV.x =
texCoord;\n\t\t\t#endif\n\t\t\t\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2)
>> 1);\n\t\t\t\tconst float2 vOffsets = float2(0.0f,o.VFX_VARYING_UV.y - 0.5f);\n\t\t\t\t\n\t\t\t#if
VFX_STRIPS_SWAP_UV\n\t\t\t\to.VFX_VARYING_UV.xy = float2(1.0f - o.VFX_VARYING_UV.y,
o.VFX_VARYING_UV.x);\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t// Orient strips along
their tangents\n\t\t\t\tattributes.axisX = GetStripTangent(attributes.position,
currentIndex, stripData);\n\t\t\t#if !VFX_STRIPS_ORIENT_CUSTOM\n\t\t\t\tattributes.axisZ
= attributes.position - GetViewVFXPosition();\n\t\t\t#endif\n\t\t\t\tattributes.axisY
= normalize(cross(attributes.axisZ, attributes.axisX));\n\t\t\t\tattributes.axisZ
= normalize(cross(attributes.axisX, attributes.axisY));\n\t\t\t\t\n\t\t\t#else\n\t\t\t\to.VFX_VARYING_UV.x
= float(id & 1);\n\t\t\t\to.VFX_VARYING_UV.y = float((id & 2) >> 1);\n\t\t\t\tconst
float2 vOffsets = o.VFX_VARYING_UV.xy - 0.5f;\n\t\t\t#endif\n\t\t\t\t\n\t\t\t#elif
VFX_PRIMITIVE_TRIANGLE\n\t\t\t\n\t\t\t\tconst float2 kOffsets[] = {\n\t\t\t\t\tfloat2(-0.5f,
\t-0.288675129413604736328125f),\n\t\t\t\t\tfloat2(0.0f, \t0.57735025882720947265625f),\n\t\t\t\t\tfloat2(0.5f,\t-0.288675129413604736328125f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tconst
float kUVScale = 0.866025388240814208984375f;\n\t\t\t\t\n\t\t\t\tconst float2
vOffsets = kOffsets[id % 3];\n\t\t\t\to.VFX_VARYING_UV.xy = (vOffsets * kUVScale)
+ 0.5f;\n\t\t\t\t\n\t\t\t#elif VFX_PRIMITIVE_OCTAGON\t\n\t\t\t\t\n\t\t\t\tconst
float2 kUvs[8] = \n\t\t\t\t{\n\t\t\t\t\tfloat2(-0.5f,\t0.0f),\n\t\t\t\t\tfloat2(-0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.0f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.5f),\n\t\t\t\t\tfloat2(0.5f,\t0.0f),\n\t\t\t\t\tfloat2(0.5f,\t-0.5f),\n\t\t\t\t\tfloat2(0.0f,\t-0.5f),\n\t\t\t\t\tfloat2(-0.5f,\t-0.5f),\n\t\t\t\t};\n\t\t\t\t\n\t\t\t\tfloat
cropFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t \n\t\t\t\t cropFactor = (float)0.292893201;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\tcropFactor
= id & 1 ? 1.0f - cropFactor : 1.0f;\n\t\t\t\tconst float2 vOffsets = kUvs[id
& 7] * cropFactor;\n\t\t\t\to.VFX_VARYING_UV.xy = vOffsets + 0.5f;\n\t\t\t\t\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat3
size3 = float3(attributes.size,attributes.size,attributes.size);\n\t\t\t\t\t\t#if
VFX_USE_SCALEX_CURRENT\n\t\t\t\t\t\tsize3.x *= attributes.scaleX;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEY_CURRENT\n\t\t\t\t\t\tsize3.y *= attributes.scaleY;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if
VFX_USE_SCALEZ_CURRENT\n\t\t\t\t\t\tsize3.z *= attributes.scaleZ;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t#if
HAS_STRIPS\n\t\t\t\tsize3 += size3 < 0.0f ? -VFX_EPSILON : VFX_EPSILON; //
Add an epsilon so that size is never 0 for strips\n\t\t\t#endif\n\t\t\t\t\n\t\t\t\tconst
float4x4 elementToVFX = GetElementToVFXMatrix(\n\t\t\t\t\tattributes.axisX,\n\t\t\t\t\tattributes.axisY,\n\t\t\t\t\tattributes.axisZ,\n\t\t\t\t\tfloat3(attributes.angleX,attributes.angleY,attributes.angleZ),\n\t\t\t\t\tfloat3(attributes.pivotX,attributes.pivotY,attributes.pivotZ),\n\t\t\t\t\tsize3,\n\t\t\t\t\tattributes.position);\n\t\t\t\t\t\n\t\t\t\tfloat3
inputVertexPosition = float3(vOffsets, 0.0f);\n\t\t\t\tfloat3 vPos = mul(elementToVFX,float4(inputVertexPosition,
1.0f)).xyz;\n\t\t\t\n\t\t\t\to.VFX_VARYING_POSCS = TransformPositionVFXToClip(vPos);\n\t\t\t
\n\t\t\t float3 vPosWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\n\t\t\t
#ifdef VFX_VARYING_POSWS\n\t\t\t o.VFX_VARYING_POSWS = vPosWS;\n\t\t\t
#endif\n\t\t\t\n\t\t\t\tfloat3 normalWS = normalize(TransformDirectionVFXToWorld(normalize(-transpose(elementToVFX)[2].xyz)));\n\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\tfloat normalFlip = (size3.x * size3.y * size3.z)
< 0 ? -1 : 1;\n\t\t\t\to.VFX_VARYING_NORMAL = normalFlip * normalWS;\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_TANGENT\n\t\t\t\to.VFX_VARYING_TANGENT = normalize(TransformDirectionVFXToWorld(normalize(transpose(elementToVFX)[0].xyz)));\n\t\t\t\t#endif\n\t\t\t\t#ifdef
VFX_VARYING_BENTFACTORS\n\t\t\t\tfloat normalBendingFactor = (float)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t normalBendingFactor = (float)0.579632819;\n\t\t\t\t}\n\t\t\t\t\n\n\t\t\t\t#if
HAS_STRIPS\n\t\t\t\t#define BENT_FACTOR_MULTIPLIER 2.0f\n\t\t\t\t#else\n\t\t\t\t#define
BENT_FACTOR_MULTIPLIER 1.41421353816986083984375f\n\t\t\t\t#endif\n\t\t\t\to.VFX_VARYING_BENTFACTORS
= vOffsets * normalBendingFactor * BENT_FACTOR_MULTIPLIER;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_VELOCITY_CPOS) && defined(VFX_VARYING_VELOCITY_CPOS_PREVIOUS)\n\t\t\t\t\t\tfloat4x4
previousElementToVFX = (float4x4)0;\n\t\t\t\t\t\tpreviousElementToVFX[3] =
float4(0,0,0,1);\n\t\t\t\t\t\t\n\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\tfor (int
itIndexMatrixRow = 0; itIndexMatrixRow < 3; ++itIndexMatrixRow)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tUNITY_UNROLL\n\t\t\t\t\t\t\tfor
(int itIndexMatrixCol = 0; itIndexMatrixCol < 4; ++itIndexMatrixCol)\n\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\tuint
itIndexMatrix = itIndexMatrixCol * 4 + itIndexMatrixRow;\n\t\t\t\t\t\t\t\tuint
read = elementToVFXBufferPrevious.Load((index * 16 + itIndexMatrix) << 2);\n\t\t\t\t\t\t\t\tpreviousElementToVFX[itIndexMatrixRow][itIndexMatrixCol]
= asfloat(read);\n\t\t\t\t\t\t\t}\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\t\tuint
previousFrameIndex = elementToVFXBufferPrevious.Load((index * 16 + 15) << 2);\n\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= o.VFX_VARYING_VELOCITY_CPOS_PREVIOUS = float4(0.0f, 0.0f, 0.0f, 1.0f);\n\t\t\t\t\t\tif
(asuint(currentFrameIndex) - previousFrameIndex == 1u)\n\t\t\t\t\t\t{\n\t\t\t\t\t\t\tfloat3
oldvPos = mul(previousElementToVFX,float4(inputVertexPosition, 1.0f)).xyz;\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS_PREVIOUS
= TransformPositionVFXToPreviousClip(oldvPos);\n\t\t\t\t\t\t\to.VFX_VARYING_VELOCITY_CPOS
= TransformPositionVFXToNonJitteredClip(vPos);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
VFX_USE_COLOR_CURRENT && defined(VFX_VARYING_COLOR)\n\t\t\t\t\t\to.VFX_VARYING_COLOR
= attributes.color;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#if VFX_USE_ALPHA_CURRENT
&& defined(VFX_VARYING_ALPHA) \n\t\t\t\t\t\to.VFX_VARYING_ALPHA = attributes.alpha;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#ifdef
VFX_VARYING_EXPOSUREWEIGHT\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_EXPOSUREWEIGHT
= exposureWeight;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_SOFT_PARTICLE
&& defined(VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE)\n\t\t\t\t\t\tfloat invSoftParticlesFadeDistance
= (float)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invSoftParticlesFadeDistance
= (float)1;\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_INVSOFTPARTICLEFADEDISTANCE
= invSoftParticlesFadeDistance;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
(USE_ALPHA_TEST || WRITE_MOTION_VECTOR_IN_FORWARD) && (!VFX_SHADERGRAPH ||
!HAS_SHADERGRAPH_PARAM_ALPHATHRESHOLD) && defined(VFX_VARYING_ALPHATHRESHOLD)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_ALPHATHRESHOLD
= alphaThreshold;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if USE_UV_SCALE_BIAS\n\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined (VFX_VARYING_UV)\n\t\t\t\t\t\to.VFX_VARYING_UV.xy = o.VFX_VARYING_UV.xy
* uvScale + uvBias;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\t\t#if
defined(VFX_VARYING_POSWS)\n\t\t\t\t\t\to.VFX_VARYING_POSWS = TransformPositionVFXToWorld(vPos);\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t#if
USE_FLIPBOOK && defined(VFX_VARYING_UV)\n\t\t\t\t\t\tfloat2 flipBookSize =
(float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t flipBookSize =
float2(8, 8);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tfloat2 invFlipBookSize
= (float2)0;\n\t\t\t\t\t\t{\n\t\t\t\t\t\t \n\t\t\t\t\t\t invFlipBookSize
= float2(0.125, 0.125);\n\t\t\t\t\t\t}\n\t\t\t\t\t\t\n\t\t\t\t\n\t\t\t\t\t\tVFXUVData
uvData = GetUVData(flipBookSize, invFlipBookSize, o.VFX_VARYING_UV.xy, attributes.texIndex);\n\t\t\t\t\t\to.VFX_VARYING_UV.xy
= uvData.uvs.xy;\n\t\t\t\t\t\t#if USE_FLIPBOOK_INTERPOLATION && defined(VFX_VARYING_UV)
&& defined (VFX_VARYING_FRAMEBLEND)\n\t\t\t\t\t\to.VFX_VARYING_UV.zw = uvData.uvs.zw;\n\t\t\t\t\t\to.VFX_VARYING_FRAMEBLEND
= uvData.blend;\n\t\t\t\t\t\t#if USE_FLIPBOOK_MOTIONVECTORS && defined(VFX_VARYING_MOTIONVECTORSCALE)\n\t\t\t\t\t\t\n\t\t\t\t\t\to.VFX_VARYING_MOTIONVECTORSCALE
= motionVectorScale * invFlipBookSize;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\n\t\t\t\n\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_SMOOTHNESS\n\t\t\t\t\t\t\t\t\tfloat
smoothness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t \n\t\t\t\t\t\t\t\t\t
smoothness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SMOOTHNESS
= smoothness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if HDRP_MATERIAL_TYPE_STANDARD\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_METALLIC\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_METALLIC
= metallic;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_SPECULAR\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_SPECULAR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_SPECULAR
= specularColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#elif HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_THICKNESS\n\t\t\t\t\t\t\t\t\tfloat thickness = (float)0;\n\t\t\t\t\t\t\t\t\t{\n\t\t\t\t\t\t\t\t\t
\n\t\t\t\t\t\t\t\t\t thickness = (float)0.5;\n\t\t\t\t\t\t\t\t\t}\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_THICKNESS
= thickness;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_NORMALSCALE
= normalScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_EMISSIVE_MAP\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_EMISSIVESCALE\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVESCALE
= emissiveScale;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#ifdef
VFX_VARYING_EMISSIVE\n\t\t\t\t\t\t\t\t\t#if HDRP_USE_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= attributes.color;\n\t\t\t\t\t\t\t\t\t#elif HDRP_USE_ADDITIONAL_EMISSIVE_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_EMISSIVE
= emissiveColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#if
HDRP_USE_ADDITIONAL_BASE_COLOR\n\t\t\t\t\t\t\t\t\t#ifdef VFX_VARYING_COLOR\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t\t\to.VFX_VARYING_COLOR
= baseColor;\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\n\t\t\t
\n\t\t\t \n\t\t\t\n\t\t\t\treturn o;\n\t\t\t}\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.visualeffectgraph/Shaders/VFXCommonOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t#define
SHADERPASS SHADERPASS_FORWARD\n\t\t\t#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLit.hlsl\"\n\t\t\t\n\t\t\t#ifndef
VFX_SHADERGRAPH\n\t\t\t\n\t\t\tvoid VFXGetHDRPLitData(out SurfaceData surfaceData,
out BuiltinData builtinData, out BSDFData bsdfData, out PreLightData preLightData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData, uint2 tileIndex)\n\t\t\t{\t\n\t\t\t\t#if
HDRP_MATERIAL_TYPE_TRANSLUCENT\n\t\t\t\tuint diffusionProfileHash = (uint)0;\n\t\t\t\t{\n\t\t\t\t
\n\t\t\t\t diffusionProfileHash = (uint)1079717544;\n\t\t\t\t}\n\t\t\t\t\n
// Loads diffusion profile\n\t\t\t\t#else\n\t\t\t\tconst uint diffusionProfileHash
= 0;\n\t\t\t\t#endif\n\t\t\t\t\n\t\t\t\tfloat3 posRWS = VFXGetPositionRWS(i);\n\t\t\t\tfloat4
posSS = i.VFX_VARYING_POSCS;\n\t\t\t\tPositionInputs posInput = GetPositionInput(posSS.xy,
_ScreenSize.zw, posSS.z, posSS.w, posRWS, tileIndex);\n\t\t\t\t\n\t\t\t\tfloat
alpha;\n\t\t\t\tsurfaceData = VFXGetSurfaceData(i,normalWS,uvData,diffusionProfileHash,alpha);\t\n\t\t\t\tbsdfData
= ConvertSurfaceDataToBSDFData(posSS.xy, surfaceData);\n\t\t\t\n\t\t\t\tpreLightData
= GetPreLightData(GetWorldSpaceNormalizeViewDir(posRWS),posInput,bsdfData);\n\t\t\t\t\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t //TODO: investigate why this is needed\n\t\t\t preLightData.coatPartLambdaV
= 0;\n\t\t\t preLightData.coatIblR = 0;\n\t\t\t preLightData.coatIblF
= 0;\n\t\t\t \n\t\t\t\tbuiltinData = VFXGetBuiltinData(i,posInput,surfaceData,uvData,alpha);\n\t\t\t}\n\t\t\t\n\t\t\tvoid
VFXGetHDRPLitData(out SurfaceData surfaceData, out BuiltinData builtinData,
VFX_VARYING_PS_INPUTS i, float3 normalWS, const VFXUVData uvData)\n\t\t\t{\n\t\t\t\tBSDFData
bsdfData = (BSDFData)0;\n\t\t\t\tPreLightData preLightData = (PreLightData)0;\n\t\t\t\tpreLightData.diffuseFGD
= 1.0f;\n\t\t\t\tVFXGetHDRPLitData(surfaceData,builtinData,bsdfData,preLightData,i,normalWS,uvData,uint2(0,0));\n\t\t\t}\n\t\t\t\n\t\t\t#endif\n\t\t\t\n\t\t\t\n\t\t\t#include
\"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl\"\n\t\t\t\n\t\t\t\n\t\t\n\t\t\t\t\t\t\t\n\t\t
\n\t\t\t\t\t\t\t\n\t\t\t#pragma fragment frag\n\t\t\tvoid frag(ps_input i\n\t\t\t,
out float4 outColor : SV_Target0\n\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t, bool
frontFace : SV_IsFrontFace\n\t\t\t#endif\n\t\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t,
out float4 outMotionVector : SV_Target1\n\t\t\t#endif\n\t\t\t)\n\t\t\t{\n\t\t\t\tUNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);\n\t\t\t\tVFXTransformPSInputs(i);\n\t\t\t\t\n\t\t\t\t\t\t\t#ifdef
VFX_VARYING_NORMAL\n\t\t\t\t\t\t\t#if USE_DOUBLE_SIDED\n\t\t\t\t\t\t\tconst
float faceMul = frontFace ? 1.0f : -1.0f;\n\t\t\t\t\t\t\t#else\n\t\t\t\t\t\t\tconst
float faceMul = 1.0f;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3
normalWS = i.VFX_VARYING_NORMAL * faceMul;\n\t\t\t\t\t\t\tconst VFXUVData uvData
= GetUVData(i);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_TANGENT\n\t\t\t\t\t\t\tfloat3
tangentWS = i.VFX_VARYING_TANGENT;\n\t\t\t\t\t\t\tfloat3 bitangentWS = cross(i.VFX_VARYING_TANGENT,i.VFX_VARYING_NORMAL);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
defined(VFX_VARYING_BENTFACTORS) && USE_NORMAL_BENDING\t\n\t\t\t\t\t\t\tfloat3
bentFactors = float3(i.VFX_VARYING_BENTFACTORS.xy,sqrt(1.0f - dot(i.VFX_VARYING_BENTFACTORS,i.VFX_VARYING_BENTFACTORS)));\n\t\t\t\t\t\t\tnormalWS
= tangentWS * bentFactors.x + bitangentWS * bentFactors.y + normalWS * bentFactors.z;\n\t\t\t\t\t\t\ttangentWS
= normalize(cross(normalWS,bitangentWS));\n\t\t\t\t\t\t\tbitangentWS = cross(tangentWS,normalWS);\n\t\t\t\t\t\t\ttangentWS
*= faceMul;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\tfloat3x3 tbn
= float3x3(tangentWS,bitangentWS,normalWS);\n\t\t\t\t\t\t\t\n\t\t\t\t\t\t\t#if
USE_NORMAL_MAP\n\t\t\t\t\t\t\tfloat3 n = SampleNormalMap(VFX_SAMPLER(normalMap),uvData);\n\t\t\t\t\t\t\tfloat
normalScale = 1.0f;\n\t\t\t\t\t\t\t#ifdef VFX_VARYING_NORMALSCALE\n\t\t\t\t\t\t\tnormalScale
= i.VFX_VARYING_NORMALSCALE;\n\t\t\t\t\t\t\t#endif\n\t\t\t\t\t\t\tnormalWS
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\n\t\t #ifdef VFX_SHADERGRAPH\n\t\t \n\t\t \n\t\t
\n\t\t SurfaceData surface;\n\t\t BuiltinData builtin;\n\t\t
surface = (SurfaceData)0;\n\t\t builtin = (BuiltinData)0;\n\t\t
\n\t\t surface.materialFeatures = MATERIALFEATUREFLAGS_LIT_STANDARD;\n\t\t
surface.specularOcclusion = 1.0f;\n\t\t surface.ambientOcclusion
= 1.0f;\n\t\t surface.subsurfaceMask = 1.0f;\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_ALPHA\n\t\t builtin.opacity = OUTSG.;\n\t\t
VFXClipFragmentColor(builtin.opacity,i);\n\t\t #endif\n\t\t
\n\t\t #if HAS_SHADERGRAPH_PARAM_SMOOTHNESS\n\t\t
surface.perceptualSmoothness = OUTSG.;\n\t\t #endif\n\t\t
#if HAS_SHADERGRAPH_PARAM_METALLIC\n\t\t surface.metallic =
OUTSG.;\n\t\t #endif\n\t\t #if HAS_SHADERGRAPH_PARAM_BASECOLOR\n\t\t
surface.baseColor = OUTSG.;\n\t\t #endif\n\t\t \n\t\t
#if HAS_SHADERGRAPH_PARAM_NORMAL\n\t\t float3 n = OUTSG.;\n\t\t
normalWS = mul(n,tbn);\n\t\t #endif\n\t\t \n\t\t
surface.normalWS = normalWS;\n\t\t \n\t\t #if HAS_SHADERGRAPH_PARAM_EMISSIVE\n\t\t
builtin.emissiveColor = OUTSG.;\n\t\t #endif\n\t\t\n\t\t
\n\t\t outColor = VFXGetPixelOutputForwardShaderGraph(surface, builtin,i);\n\t\t
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#endif\n\t\t\t\t\n\t\t#if WRITE_MOTION_VECTOR_IN_FORWARD\n\t\t\t\t\n\t\t\t\t\t\tfloat2
velocity = (i.VFX_VARYING_VELOCITY_CPOS.xy/i.VFX_VARYING_VELOCITY_CPOS.w) -
(i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.xy/i.VFX_VARYING_VELOCITY_CPOS_PREVIOUS.w);\n\t\t\t\t\t\t#if
UNITY_UV_STARTS_AT_TOP\n\t\t\t\t\t\t\tvelocity.y = -velocity.y;\n\t\t\t\t\t\t#endif\n\t\t\t\t\t\tfloat4
encodedMotionVector = 0.0f;\n\t\t\t\t\t\tVFXEncodeMotionVector(velocity * 0.5f,
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= outColor.a < i.VFX_VARYING_ALPHATHRESHOLD ? 0.0f : 1.0f; //Independant clipping
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VFX_PASSDEPTH_SELECTION (2)\n#define VFX_USE_POSITION_CURRENT 1\n#define USE_DEAD_LIST_COUNT
1\n#define VFX_LOCAL_SPACE 1\n#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXDefines.hlsl\"\n\n\r\nCBUFFER_START(parameters)\n
float4x4 localToWorld;\nCBUFFER_END\n\nstruct Attributes\n{\n float3 position;\n};\n\nstruct
SourceAttributes\n{\n};\n\n\n\r\n#include \"Packages/com.unity.visualeffectgraph/Shaders/Common/VFXCommonCompute.hlsl\"\n#include
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float3 cameraPosition;\r\nCBUFFER_END\r\n\r\nByteAddressBuffer attributeBuffer;\r\nStructuredBuffer<uint>
inputBuffer;\r\n\r\n#if USE_DEAD_LIST_COUNT\r\nByteAddressBuffer deadListCount;\r\n#endif\r\n\r\nstruct
Kvp\r\n{\r\n\tfloat sortKey;\r\n\tuint index;\r\n};\r\n\r\nRWStructuredBuffer<Kvp>
outputBuffer;\r\n\r\n[numthreads(NB_THREADS_PER_GROUP,1,1)]\r\nvoid CSMain(uint3
groupId : SV_GroupID,\r\n uint3 groupThreadId : SV_GroupThreadID)\r\n{\r\n\tuint
threshold = nbMax;\r\n#if USE_DEAD_LIST_COUNT\r\n\tthreshold -= deadListCount.Load(0);\r\n#endif\r\n\tuint
id = groupThreadId.x + groupId.x * NB_THREADS_PER_GROUP + groupId.y * dispatchWidth
* NB_THREADS_PER_GROUP;\r\n\tif (id < threshold)\r\n\t{\r\n\t\tuint index =
inputBuffer[id];\r\n\t\t\r\n\t\tAttributes attributes = (Attributes)0;\r\n\t\tattributes.position
= asfloat(attributeBuffer.Load3((index * 0x4 + 0x0) << 2));\n\t\t\n\r\n\t\t\r\n#if
VFX_LOCAL_SPACE\r\n\t\tfloat3 wPos = mul(localToWorld,float4(attributes.position,1.0f)).xyz;\r\n#else\r\n\t\tfloat3
wPos = attributes.position;\r\n#endif\r\n\t\tfloat3 camToPos = wPos - cameraPosition;\r\n\t\t\r\n\t\tKvp
kvp;\r\n\t\tkvp.sortKey = dot(camToPos,camToPos); // sqr distance to the camera\r\n\t\tkvp.index
= index;\r\n\r\n\t\toutputBuffer[id] = kvp;\r\n\t}\r\n}\r\n"
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